Make "Camps" Great Again

Make "Camps" Great Again
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Make (Scout)camps great again
Justification
By implementing this proposal in its entirety, you not only make (Scout)camps useful again, but also "camping" as a group activity, promoting more social interactions and cooperation. A side effct of this will also add to the economy by making people want to make and sell scout camps and buy them for actual use, indirectly consuming more scout resources and giving them some profit.
Motivation
(Scout)Camps are useless
Part of the "make scouts great again" movement.

1. Require camps in order for doctors to "heal wounds" out in the wilderness. Wounds are simulating major trauma, and would require a doctor to have facilities in order to treat them.

2. Camps already have a healing effect like sitting in a med center, but reduced effect, but since a doctor can heal wounds anywhere any time like a magic spell, this kinda makes camps pointless. Compound this with the fact that we get more skill points, allowing for every combat profession to learn novice doctor easily, nobody ever needs a camp.

3. Of course Im talking about scout camps. Crafter camps have other uses with their mods, but they too have a dimished usefulness without requiring them for wound healing.

4. There is another issue regarding wounds that also ties into using/not using camps for wound healing. Its the creature disease effect. This effect I think originally affected the action bar, not health. But now it causes wounds instead by a huge amount, sending your wounds to the max of 500 very quickly. (Its only supposed to be hindering your combat by draining your action pool) Thus, if you pull out a camp to sit and heal your wounds for awhile, this isnt practical. So you run to town for a doctor heal instead of camping. Thus another reason camps are useless. R3 would need to address the disease effect of creatures as well when making camps great again. (Ive already made a bug report about this, because the disease system message states that it reduces action bar, not cause permanent health wounds)

Im sure there are more ideas to make camps useful again that I havent thought of yet.

5. (optional)Another suggestion Ill just throw in here anyway that I doubt R3 would ever change, but.. reduce the skill point pool so that every combat profession isnt also a doctor on the side. This also indirectly contributes to the uselessness of camps and scouts and also further indirectly contributes to less multiplayer interaction.

As you can see, camps touch on alot of things in this game....
 
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Part of the "make scouts great again" movement.

1. Require camps in order for doctors to "heal wounds" out in the wilderness. Wounds are simulating major trauma, and would require a doctor to have facilities in order to treat them.

2. Camps already have a healing effect like sitting in a med center, but reduced effect, but since a doctor can heal wounds anywhere any time like a magic spell, this kinda makes camps pointless. Compound this with the fact that we get more skill points, allowing for every combat profession to learn novice doctor easily, nobody ever needs a camp.

3. Of course Im talking about scout camps. Crafter camps have other uses with their mods, but they too have a dimished usefulness without requiring them for wound healing.

4. There is another issue regarding wounds that also ties into using/not using camps for wound healing. Its the creature disease effect. This effect I think originally affected the action bar, not health. But now it causes wounds instead by a huge amount, sending your wounds to the max of 500 very quickly. (Its only supposed to be hindering your combat by draining your action pool) Thus, if you pull out a camp to sit and heal your wounds for awhile, this isnt practical. So you run to town for a doctor heal instead of camping. Thus another reason camps are useless. R3 would need to address the disease effect of creatures as well when making camps great again. (Ive already made a bug report about this, because the disease system message states that it reduces action bar, not cause permanent health wounds)

Im sure there are more ideas to make camps useful again that I havent thought of yet.

5. (optional)Another suggestion Ill just throw in here anyway that I doubt R3 would ever change, but.. reduce the skill point pool so that every combat profession isnt also a doctor on the side. This also indirectly contributes to the uselessness of camps and scouts and also further indirectly contributes to less multiplayer interaction.

As you can see, camps touch on alot of things in this game....
i thinks camps need to heal wounds also not just battle fatigue also mabe add mission terminal on to them like Infinity does that was a great
feature i think so we dont have to keep comeing back to town to heal and grab missions
 
1. I don't think that was even in pre cu - definitely wouldn't agree on this one as it's a major overall change on how Docs work currently - if you bring a Doctor in the field, a doctor in the field should be able to do his biz. Now maybe wound packs like pre cu or more efficiency from camps/hospitals where the heal amount is higher I would agree with.

Luxury camps DO NOT have a hospital option as it sits currently

2. Opinion with 1

3. SWG Source changes from pre cu allow anyone to drop a camp/luxury camp so Scout aren't required for camp usage

4. See 1 - arguements could be made in general for Hospitals/no hospital mod for camps

5. Severely off topic and combat medic/doctor stacking is just part of the skill based tree experience - there will always be meta builds and options

----

Generally - Scouts are agreeably in a weird place with SWG Source as camps were improved to give Architects a different income but according to generic camps, this is their purpose:

1668117443207.png


IMHO, I think Luxury Camps improve and outweight the need for Scouts to fit to their former pre cu glory of being the only ones to drop.

For them to heal both wounds and battle fatigue, that might be a good item to bring up to the outdoor Senator or bug report to see if it is as intended.
 
1. I don't think that was even in pre cu - definitely wouldn't agree on this one as it's a major overall change on how Docs work currently - if you bring a Doctor in the field, a doctor in the field should be able to do his biz. Now maybe wound packs like pre cu or more efficiency from camps/hospitals where the heal amount is higher I would agree with.

Luxury camps DO NOT have a hospital option as it sits currently

2. Opinion with 1

3. SWG Source changes from pre cu allow anyone to drop a camp/luxury camp so Scout aren't required for camp usage

4. See 1 - arguements could be made in general for Hospitals/no hospital mod for camps

5. Severely off topic and combat medic/doctor stacking is just part of the skill based tree experience - there will always be meta builds and options

----

Generally - Scouts are agreeably in a weird place with SWG Source as camps were improved to give Architects a different income but according to generic camps, this is their purpose:

View attachment 462

IMHO, I think Luxury Camps improve and outweight the need for Scouts to fit to their former pre cu glory of being the only ones to drop.

For them to heal both wounds and battle fatigue, that might be a good item to bring up to the outdoor Senator or bug report to see if it is as intended.
there is a bug with the high tech field base camp i cant get it to deploy camp dont work i put in a bug ticket for that geting reday to drop scout soon when i get the xp for combat med no point in haveing camps if they cant heal wounds only keeping what i need for creature handler
 
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